eriseven
9/12/2017 - 8:23 AM

Unity Cel Shading Forward Shader

Shader "Custom/CelShadingForward" {
	Properties {
		_Color("Color", Color) = (1, 1, 1, 1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags {
			"RenderType" = "Opaque"
		}
		LOD 200

		CGPROGRAM#pragma surface surf CelShadingForward#pragma target 3.0

		half4 LightingCelShadingForward(SurfaceOutput s, half3 lightDir, half atten) {
			half NdotL = dot(s.Normal, lightDir);
			if (NdotL <= 0.0) NdotL = 0;
			else NdotL = 1;
			half4 c;
			c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten * 2);
			c.a = s.Alpha;
			return c;
		}

		sampler2D _MainTex;
		fixed4 _Color;

		struct Input {
			float2 uv_MainTex;
		};

		void surf(Input IN, inout SurfaceOutput o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}